* Interface for damage assignment.
This commit is contained in:
jean.chalard
2009-08-31 02:00:33 +00:00
parent c9f5519ba6
commit 6dab048a9e
19 changed files with 377 additions and 213 deletions

View File

@@ -4,83 +4,137 @@
#include "Closest.cpp"
static const float MARGIN = 70;
static const float TOP_LINE = 80;
struct Left : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
{ return ref->y == test->y && ref->x > test->x && test->show; } };
struct Right : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
{ return ref->y == test->y && ref->x < test->x && test->show; } };
struct Left : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
{ return ref->y == test->y && ref->x > test->x; } };
struct Right : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
{ return ref->y == test->y && ref->x < test->x; } };
JQuad* GuiCombat::ok_quad = NULL;
GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255), cursor_pos(NONE)
GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), activeAtk(NULL), ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255), cursor_pos(NONE), step(DAMAGE)
{
if (!GameApp::CommonRes->GetTexture("Ok.png"))
if (NULL == ok_quad)
{
GameApp::CommonRes->CreateTexture("Ok.png");
GameApp::CommonRes->CreateQuad("OK", "Ok.png", 0, 0, 56, 45);
if (!GameApp::CommonRes->GetTexture("Ok.png"))
{
GameApp::CommonRes->CreateTexture("Ok.png");
GameApp::CommonRes->CreateQuad("OK", "Ok.png", 0, 0, 56, 45);
}
ok_quad = GameApp::CommonRes->GetQuad("OK");
ok_quad->SetHotSpot(28, 22);
}
ok_quad = GameApp::CommonRes->GetQuad("OK");
if(ok_quad)
ok_quad->SetHotSpot(28, 22);
}
GuiCombat::~GuiCombat()
{
}
template <typename T>
static inline void repos(typename vector<T*>::iterator begin, typename vector<T*>::iterator end, signed size = -1)
{
for (typename vector<T*>::iterator it = begin; it != end; ++it)
if ((*it)->show) ++size;
float space = (SCREEN_WIDTH - 2*MARGIN) / size;
float pos = MARGIN;
for (typename vector<T*>::iterator it = begin; it != end; ++it)
if ((*it)->show)
{
(*it)->x = pos;
pos += space;
}
}
void GuiCombat::Update(float dt)
{
if (NONE != cursor_pos)
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
(*it)->Update(dt);
if (activeAtk)
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
(*q)->Update(dt);
ok.Update(dt);
}
void GuiCombat::remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after)
{
if (after)
{
for (vector<TransientCardView*>::iterator it = atkViews.begin(); it != atkViews.end(); ++it)
(*it)->Update(dt);
for (vector<TransientCardView*>::iterator it = blkViews.begin(); it != blkViews.end(); ++it)
(*it)->Update(dt);
ok.Update(dt);
for (vector<DefenserDamaged*>::iterator q = after->blockers.begin(); q != after->blockers.end(); ++q)
{
(*q)->actX = MARGIN; (*q)->y = TOP_LINE;
(*q)->zoom = 2.2; (*q)->t = 0;
}
repos<DefenserDamaged>(after->blockers.begin(), after->blockers.end());
}
}
void GuiCombat::generateBlkViews(MTGCardInstance* card)
void GuiCombat::reaffectDamage(AttackerDamaged* attacker, CombatStep step)
{
for (vector<TransientCardView*>::iterator it = blkViews.begin(); it != blkViews.end(); ++it)
SAFE_DELETE(*it);
blkViews.clear();
if (card && card->blockers.size() > 0)
attacker->clearDamage();
unsigned damage = attacker->card->stepPower(step);
for (vector<DefenserDamaged*>::iterator it = attacker->blockers.begin(); it != attacker->blockers.end(); ++it)
{
float space = (SCREEN_WIDTH - 2*MARGIN) / card->blockers.size();
float pos = MARGIN;
for (list<MTGCardInstance*>::iterator it = card->blockers.begin(); it != card->blockers.end(); ++it)
{
TransientCardView* t = NEW TransientCardView(*it, 20, 60);
blkViews.push_back(t);
t->x = pos; t->y = 60;
t->zoom = 2.2; t->t = 0;
pos += space;
}
(*it)->clearDamage();
unsigned actual_damage = MIN(damage, (unsigned)MAX((*it)->card->toughness, 0));
(*it)->addDamage(actual_damage, attacker);
attacker->addDamage((*it)->card->stepPower(step), *it);
damage -= actual_damage;
}
}
void GuiCombat::addOne(DefenserDamaged* blocker, CombatStep step)
{
blocker->addDamage(1, activeAtk);
signed damage = activeAtk->card->stepPower(step);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
{
damage -= (*it)->sumDamages();
if (0 > damage) { (*it)->addDamage(-1, activeAtk); break; }
}
}
void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep step)
{
blocker->addDamage(-1, activeAtk);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
if (!(*it)->hasLethalDamage()) { (*it)->addDamage(1, activeAtk); break; }
}
bool GuiCombat::CheckUserInput(u32 key)
{
if (NONE == cursor_pos) return false;
TransientCardView* oldActive = active;
DamagerDamaged* oldActive = active;
switch (key)
{
case PSP_CTRL_CIRCLE:
if (BLK == cursor_pos)
activeAtk->card->raiseBlockerRankOrder(active->card);
else if (OK == cursor_pos) { cursor_pos = NONE; go->userRequestNextGamePhase(); };
break;
case PSP_CTRL_UP:
if (ATK == cursor_pos)
if (ORDER == step) { activeAtk->card->raiseBlockerRankOrder(active->card); }
else
{
signed damage = activeAtk->card->stepPower(step);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); *it != active; ++it)
damage -= (*it)->sumDamages();
signed now = active->sumDamages();
damage -= now;
if (damage > 0) addOne(active, step);
else
for (now -= active->card->toughness; now >= 0; --now) removeOne(active, step);
}
else if (ATK == cursor_pos)
{
activeAtk = active;
active = blkViews.front();
active = activeAtk->blockers.front();
active->zoom = 2.7;
cursor_pos = BLK;
}
return true;
case PSP_CTRL_DOWN:
else if (OK == cursor_pos)
switch (step)
{
case ORDER : go->receiveEvent(NEW WEventCombatStepChange(FIRST_STRIKE)); break;
case FIRST_STRIKE : go->receiveEvent(NEW WEventCombatStepChange(DAMAGE)); break;
case DAMAGE : cursor_pos = NONE; go->userRequestNextGamePhase(); break;
}
break;
case PSP_CTRL_TRIANGLE:
if (BLK == cursor_pos)
{
oldActive->zoom = 2.2;
@@ -92,9 +146,13 @@ bool GuiCombat::CheckUserInput(u32 key)
switch (cursor_pos)
{
case NONE : break;
case OK : active = atkViews.back(); cursor_pos = ATK; break;
case ATK : active = closest<Left>(atkViews, NULL, active); break;
case BLK : active = closest<Left>(blkViews, NULL, active); break;
case OK :
for (vector<AttackerDamaged*>::reverse_iterator it = attackers.rbegin(); it != attackers.rend(); ++it) if ((*it)->show) { active = *it; break; }
activeAtk = static_cast<AttackerDamaged*>(active);
cursor_pos = ATK;
break;
case ATK : active = closest<Left>(attackers, NULL, static_cast<AttackerDamaged*>(active)); activeAtk = static_cast<AttackerDamaged*>(active); break;
case BLK : active = closest<Left>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active)); break;
}
break;
case PSP_CTRL_RIGHT:
@@ -102,22 +160,31 @@ bool GuiCombat::CheckUserInput(u32 key)
{
case NONE :
case OK : break;
case BLK : active = closest<Right>(blkViews, NULL, active); break;
case ATK : active = closest<Right>(atkViews, NULL, active);
if (active == oldActive) { active = NULL; cursor_pos = OK; }
case BLK : active = closest<Right>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active)); break;
case ATK : active = closest<Right>(attackers, NULL, static_cast<AttackerDamaged*>(active));
if (active == oldActive) { active = activeAtk = NULL; cursor_pos = OK; }
else activeAtk = static_cast<AttackerDamaged*>(active);
break;
}
break;
case PSP_CTRL_DOWN:
if (ORDER == step || BLK != cursor_pos || active->sumDamages() <= 0) break;
removeOne(active, step);
break;
case PSP_CTRL_UP:
if (ORDER == step || BLK != cursor_pos) break;
addOne(active, step);
break;
case PSP_CTRL_SQUARE:
case PSP_CTRL_RTRIGGER:
active = NULL; cursor_pos = OK;
active = activeAtk = NULL; cursor_pos = OK;
break;
}
if (oldActive != active)
{
if (oldActive) oldActive->zoom = 2.2;
if (oldActive && oldActive != activeAtk) oldActive->zoom = 2.2;
if (active) active->zoom = 2.7;
if (ATK == cursor_pos) generateBlkViews(active->card);
if (ATK == cursor_pos) remaskBlkViews(dynamic_cast<AttackerDamaged*>(oldActive), static_cast<AttackerDamaged*>(active));
}
if (OK == cursor_pos) ok.zoom = 1.5; else ok.zoom = 1.0;
return true;
@@ -129,15 +196,19 @@ void GuiCombat::Render()
JRenderer* renderer = JRenderer::GetInstance();
renderer->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(200,0,0,0));
for (vector<TransientCardView*>::iterator it = atkViews.begin(); it != atkViews.end(); ++it)
(*it)->Render();
for (vector<TransientCardView*>::iterator it = blkViews.begin(); it != blkViews.end(); ++it)
(*it)->Render();
if(ok_quad)
ok.Render(ok_quad);
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->show) (*it)->Render(step);
if (activeAtk)
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
(*q)->Render(step);
if (ok_quad) ok.Render(ok_quad);
renderer->DrawLine(0, SCREEN_HEIGHT / 2 + 10, SCREEN_WIDTH, SCREEN_HEIGHT / 2 + 10, ARGB(255, 255, 64, 0));
if (FIRST_STRIKE == step)
{
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetColor(ARGB(255, 64, 255, 64));
mFont->DrawString("First strike damage", 370, 2);
}
}
int GuiCombat::receiveEventPlus(WEvent* e)
@@ -146,65 +217,133 @@ int GuiCombat::receiveEventPlus(WEvent* e)
{
if (NULL == event->after) return 0;
cout << "Attacker : " << event->card->name << " " << event->before << " -> " << event->after << endl;
attackers.push_back(event->card);
AttackerDamaged* t = NEW AttackerDamaged(event->card, *(event->card->view), true, NULL);
attackers.push_back(t);
return 1;
}
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
{
cout << "Blocker : " << event->card->name << " " << event->before << " -> " << event->after << endl;
if (NULL == event->after) return 0;
return 1;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->after)
{
DefenserDamaged* t = NEW DefenserDamaged(event->card, *(event->card->view), true, NULL);
t->y = t->actY = TOP_LINE; t->actT = t->t = 0; t->actZ = t->zoom = 2.2;
(*it)->blockers.push_back(t);
return 1;
}
return 0;
}
else if (WEventCreatureBlockerRank* event = dynamic_cast<WEventCreatureBlockerRank*>(e))
{
cout << "Order : " << event->card->name << " -> " << event->exchangeWith->name << endl;
vector<TransientCardView*>::iterator it1, it2;
for (it1 = blkViews.begin(); it1 != blkViews.end(); ++it1) if ((*it1)->card == event->card) break; if (blkViews.end() == it1) return 1;
for (it2 = blkViews.begin(); it2 != blkViews.end(); ++it2) if ((*it2)->card == event->exchangeWith) break; if (blkViews.end() == it2) return 1;
float x = (*it1)->x;
(*it1)->x = (*it2)->x;
(*it2)->x = x;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->attacker)
{
vector<DefenserDamaged*>::iterator it1, it2;
for (it1 = (*it)->blockers.begin(); it1 != (*it)->blockers.end(); ++it1) if ((*it1)->card == event->card) break;
if ((*it)->blockers.end() == it1) return 1;
for (it2 = (*it)->blockers.begin(); it2 != (*it)->blockers.end(); ++it2) if ((*it2)->card == event->exchangeWith) break;
if ((*it)->blockers.end() == it2) return 1;
float x = (*it1)->x;
(*it1)->x = (*it2)->x;
(*it2)->x = x;
std::iter_swap(it1, it2);
reaffectDamage(*it, DAMAGE);
}
return 1;
}
return 0;
}
int GuiCombat::receiveEventMinus(WEvent* e)
{
// (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e)
if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
{
if (NULL == event->before) return 0;
for (vector<MTGCardInstance*>::iterator it = attackers.begin(); it != attackers.end(); ++it)
if (*it == event->card)
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->card)
{
attackers.erase(it);
return 1;
}
return 1;
}
else if (WEventBlockersAssigned* event = dynamic_cast<WEventBlockersAssigned*>(e))
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
{
if (active) return 0; // Why do I take this event twice >.>
if (go->currentPlayer->isAI()) return 0;
unsigned size = 0;
for (vector<MTGCardInstance*>::iterator it = attackers.begin(); it != attackers.end(); ++it)
if (1 < (*it)->blockers.size()) ++size;
if (0 == size) return 1;
float space = (SCREEN_WIDTH - 2*MARGIN) / size;
float pos = MARGIN;
for (vector<MTGCardInstance*>::iterator it = attackers.begin(); it != attackers.end(); ++it)
if (1 < (*it)->blockers.size())
{
TransientCardView* t = NEW TransientCardView(*it, *(*it)->view);
atkViews.push_back(t);
t->x = pos; t->y = 210;
t->zoom = 2.2; t->t = 0;
pos += space;
}
active = *atkViews.begin();
active->zoom = 2.7;
generateBlkViews(active->card);
cout << "Blocker : " << event->card->name << " " << event->before << " -> " << event->after << endl;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->before)
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
if ((*q)->card == event->card)
{
DefenserDamaged* d = *q;
(*it)->blockers.erase(q);
SAFE_DELETE(d);
return 1;
}
return 0;
}
else if (WEventCombatStepChange* event = dynamic_cast<WEventCombatStepChange*>(e))
switch (event->step)
{
case ORDER:
{
if (ORDER == step) return 0; // Why do I take this twice ? >.>
if (go->currentPlayer->isAI()) { go->receiveEvent(NEW WEventCombatStepChange(FIRST_STRIKE)); return 1; }
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
{
(*it)->show = (1 < (*it)->blockers.size());
reaffectDamage(*it, DAMAGE);
}
active = NULL;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->show)
{
(*it)->y = 210;
(*it)->zoom = 2.2; (*it)->t = 0;
if (!active) active = *it;
}
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
if (active)
{
active->zoom = 2.7; // We know there is at least one, so this cannot be NULL
activeAtk = static_cast<AttackerDamaged*>(active);
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
cursor_pos = ATK;
step = ORDER;
}
else
go->receiveEvent(NEW WEventCombatStepChange(FIRST_STRIKE));
return 1;
}
case FIRST_STRIKE:
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
if ((*attacker)->card->has(Constants::FIRSTSTRIKE) || (*attacker)->card->has(Constants::DOUBLESTRIKE)) goto DAMAGE;
go->receiveEvent(NEW WEventCombatStepChange(DAMAGE));
return 1;
case DAMAGE: DAMAGE:
if (go->currentPlayer->isAI()) { go->userRequestNextGamePhase(); return 1; }
step = event->step;
cursor_pos = ATK;
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
reaffectDamage(*attacker, step);
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
(*it)->show = ((*it)->card->has(Constants::DOUBLESTRIKE) || ((*it)->card->has(Constants::FIRSTSTRIKE) ^ (DAMAGE == step))) && (1 < (*it)->blockers.size());
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
active = NULL;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it) if ((*it)->show) { active = *it; break; }
if (active)
{
active->zoom = 2.7;
activeAtk = static_cast<AttackerDamaged*>(active);
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
}
else
{
if (FIRST_STRIKE == step) go->receiveEvent(NEW WEventCombatStepChange(DAMAGE));
else go->userRequestNextGamePhase();
}
return 1;
}
return 0;
}